Feedback on Open Flood Test UI Design?

I’m redoing the Open Flood Test GUI to focus on the needs of players with tiny screens (like on cellphones), so I crammed all the windows into a single screen where they can be tabbed through with a “hamburger menu.” (Not sure of the reason for the name, but okay.)

Originally, most of the windows were accessed with buttons on the bottom of the screen, except the map screen, which was only displayed whenever the game is in the “Map Voting” phase.

The new design is inspired from the Windows 10 and Android GUIs, because the fullscreen-app-with-hamburger-menu design fits well on mobile phones.

I’m looking for feedback on possible problems players may face using this new GUI, whether a player uses a computer or mobile phone when playing the game.

Here’s the new version:

https://www.roblox.com/games/2183657808/Open-Flood-Test-Development-Version

Game with old version:

https://www.roblox.com/games/2957980554/Open-Flood-Test

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List of issues:

  • Too much modal UI and panels
  • I lowered my screen resolution and the buttons doesn’t scale well to my screen
  • UI isn’t reactive

First off, I wouldn’t call that a hamburger menu, it looks like a normal collapsible panel that reveal the functionality and purpose for the icons, they act like tabs. Hamburger menus only show itself and hides it’s contents, pressing it reveals the panel and the options. Hamburger menus are a menu that shows menu items; change the icon into “Menu” and it doesn’t make much sense.

As for why it is called a hamburger menu:
UI designers likes to call UI elements that hide a panel after a food.
Commonly called UI elements.

  1. Bento Menu: 9 dots in a grid
  2. Hamburger: 3 lines stacked horizontally
  3. Meatball: 3 dots stacked horizontally
  4. Kebab: 3 dots stacked vertically
  5. Doner: 3 lines stacked horizontally the width of lines decreases from top to bottom
  6. Breadcrumbs: chevrons with text inside, they attach to left or right

Edits:
Flipped the meatball and kebab. Accidentally claimed that I named them myself, they are widely used by designers.

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The amount of modal is intended. The map list is meant to list numerous maps at once, so its appearance is inspired from the Sporepedia screen from the 2008 game Spore.

Also, I just fixed the problem where the map list doesn’t scale down correctly.

Now, the UI isn’t reactive? Can you explain this a little?

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